Here's me doing it with a cardboard box - this video is brief, so again shouldn't be a spoiler:
MGSV THE PHANTOM PAIN STEAM ID FULL
I tried to do this again and again by sneaking, by tranquilising, by approaching from different sides, before deciding that I should probably make use of the full set of tools at my disposal. I decided to add spice to the challenge by extracting rather than killing them, which required finding a way to get close to them before they escaped and under the noses of the many guards which surrounded them. I recently completed a mission which (no spoilers) required me to tail one man to another, then eliminate both of them. I could even play as characters with less resilience or speed than Big Boss, turn off Reflex mode in options, and bring with me only unsilenced or slow or inaccurate or weak weapons on sorties.īut I'm finding I'm not particularly good at setting these boundaries for myself. I could decide, for example, to never settle for anything less than S-Ranks I could resolve to play non-lethally I could leave the buddies back at base entirely. The Phantom Pain gives you umpteen ways to make the game harder for yourself but I lack the willpower to take any of them. Of course, the real problem here might be me: faced with an easier path, I'm unable to avoid taking it. It's making the experience feel emptier than I would like. I know there are harder missions to come which will limit your options in certain ways, but I've been playing large swathes of the game without breaking a sweat so far.
And if they do manage to shoot her, she can teleport to a new location without me needing to ask. At least D-Dog would sometimes be overwhelmed by enemies and need to balloon out Quiet's position on a nearby clifftop seems to put her out of reach of the enemy AI in most instances. I like the idea of being covered by a sniper, who I can order to shoot in order to get me out of jams, but Quiet's ability to spot enemies and her perfect aim mean that it often feels like I'm not needed at all. With him by my side, I can often pick routes from one side of a base to the other and then sprint, full-pelt, among buildings and watchtowers to get where I'm going. Now this never happens because D-Dog is there to detect anyone nearby, even when they're around corners or inside buildings. This would trigger reflex mode, still giving me enough time to rectify the situation, but it would also often cause a domino effect of alerted guards and clumsy clean-up.
Initially, my efforts to scout and infiltrate bases would be occasionally sent awry when I'd round a corner and be caught by a previously unseen guard. But after twenty hours of play, I'm much more surprised to find myself feeling so far towards the other direction. I was initially relieved, then, when The Phantom Pain turned out to be accommodating. These expectations were born of what I assumed previous Metal Gear Solid games were, based on struggling through the first on PSone as a teenager, and based on the slavish praise they received from what I assumed were more skillful players than me. I expected MGSV: The Phantom Pain to be punishing - the kind of stealth game that stuck you with insurmountable challenges the second you stepped out of the shadows or were spotted.